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28 lines
902 B
C++
28 lines
902 B
C++
#pragma once
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#include "CoreMinimal.h"
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#include "GameplayEffectTypes.h"
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#include "FortAbilitySetHandle.h"
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#include "AppliedHomebaseData.generated.h"
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class UAbilitySystemComponent;
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USTRUCT(BlueprintType)
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struct FAppliedHomebaseData {
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GENERATED_BODY()
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public:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, meta=(AllowPrivateAccess=true))
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UAbilitySystemComponent* Source;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, meta=(AllowPrivateAccess=true))
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UAbilitySystemComponent* Target;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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TArray<FActiveGameplayEffectHandle> AppliedEffects;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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TArray<FFortAbilitySetHandle> AppliedAbilitySets;
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FORTNITEGAME_API FAppliedHomebaseData();
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};
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